using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using FMSpaceShooter.ScreenManager;
using FMSpaceShooter.Screens;
using FMSpaceShooter.GameData;

namespace FMSpaceShooter
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        public SoundEffect blip;
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        AudioManager audioManager;
        FMSpaceShooter.ScreenManager.ScreenManager screenManager;


        // Sound
        //SoundEffect effect; 

        public GraphicsDeviceManager GDM
        {
            get { return graphics; }
        }

        public AudioManager AudioManager
        {
            get { return audioManager; }
        }
        
        public Game1()
        {
            this.Components.Add(new GamerServicesComponent(this));


            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = Data.ConfigFile.Instance.Options.ResolutionX;
            graphics.PreferredBackBufferHeight = Data.ConfigFile.Instance.Options.ResolutionY;
            graphics.IsFullScreen = Data.ConfigFile.Instance.Options.IsFullscreen;

            Content.RootDirectory = ("Content");

            // Create the screen manager component.
            screenManager = new FMSpaceShooter.ScreenManager.ScreenManager(this);

            Components.Add(screenManager);

            // Activate the first screens.
            screenManager.AddScreen(new BackgroundScreen());
            screenManager.AddScreen(new MainMenuScreen());

        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here


            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            audioManager = new AudioManager(this);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)        
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
